void Start() { dl = GameObject.FindGameObjectWithTag("Dog").GetComponent <DogLocomotion>(); if (!pauseMenuFull) { pauseMenuFull = GameObject.FindGameObjectWithTag("PauseMenu"); } if (pauseMenuFull) { pauseMenuMain = pauseMenuFull.transform.GetChild(0).gameObject; optionsMenu = pauseMenuFull.transform.GetChild(1).gameObject; exitMenu = pauseMenuFull.transform.GetChild(2).gameObject; for (int i = 0; i < pauseMenuFull.transform.childCount; i++) { pauseMenuFull.transform.GetChild(i).gameObject.SetActive(false); } } if (!camCon) { camCon = GameObject.FindWithTag("Player").GetComponentInChildren <CameraController>(); } if (!charMov) { charMov = GameObject.FindWithTag("Player").GetComponent <CharacterMovement>(); } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { dogLocomotion = animator.GetComponent <DogLocomotion> (); dogLocomotion.StartIdleTurn(); }